```metadata title: Auril (Icedawn) description: A Full power Auril Avatar tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ```css /** Import Fonts **/ @import url('https://fonts.googleapis.com/css?family=IM+Fell+English'); @import url('https://fonts.googleapis.com/css?family=Uncial+Antiqua'); /** Defining fonts **/ @font-face { font-family: 'First Order'; src: url('https://groumy.github.io/homebrewery-sotdl/fonts/firstv2.ttf') } @font-face { font-family: 'GothamBold'; src: url('https://groumy.github.io/homebrewery-sotdl/fonts/GothamBold%20Regular.otf') } @font-face { font-family: 'GothamBook'; src: url('https://groumy.github.io/homebrewery-sotdl/fonts/GothamBook%20Regular.otf') } @font-face { font-family: 'JSL Ancient'; src: url('https://groumy.github.io/homebrewery-sotdl/fonts/jancieni.ttf') } @font-face { font-family: 'Poison Hope'; src: url('https://groumy.github.io/homebrewery-sotdl/fonts/PoisonHope-Regular.otf') } /** **/ .phb { font-family: Athelas; background: url('https://groumy.github.io/homebrewery-sotdl/images/sotdl-background-small.jpg'); 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bludgeoning, piercing, and slashing from nonmagical weapons **Condition Immunities** :: charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned **Senses** :: truesight 120 ft., passive Perception 26 **Languages** :: All, telepathy 1,000 ft. **Divine Being.** :: Auril can’t be surprised and can’t be changed into another form against her will. **Legendary Resistance (3/Day).** :: If Auril fails a saving throw, she can choose to succeed instead. **Magic Resistance.** :: Auril has advantage on saving throws against spells and other magical effects. **Unusual Nature.** :: Auril doesn’t require air, food, drink, or sleep. **Cold Absorption.** :: Whenever Auril is subjected to cold damage, she takes no damage and instead regains a number of hit points equal to the cold damage dealt. **Elemental Adept (Cold)** :: Spells you cast ignore resistance to cold damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2. **Frigid Aura** :: So long as Auril has at least 1 hit point, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns. **Innate Spellcasting.** :: Auril’s innate spellcasting is as an 18th-level spellcaster, ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components: **At will:** :: Dark Bolt, Frostbite, Frost Fingers, Ice Snare **2/day each: (at 5th level)** :: Cone of Cold, Creeping Dark, Frostdark Storm, Heart of Ice, Dark Lightning : **1/day each:** :: Control Weather, Investiture of Darkness :: \column ![Auril](https://mithralforge.com/homebrewery/ghost_dragon_tx_line_drawing_frost_alter_--ar_32_e9c50788-c7bc-4f5b-84b7-3179910fd9f4.png) {width:325px,mix-blend-mode:multiply} ### Actions **Multiattack.** :: Auril attacks twice with her talons. **Talons.** :: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 7) cold damage and the target is immobilized (save ends). **Touch of Frost.** :: Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 (3d8) cold damage, and the target can’t take reactions until the start of its next turn. **Winter Curse (Recharge5/6)** :: Ranged Weapon Attack: +13 to hit, range 90 ft., one target. Hit: 30 (4d10 + 10) cold damage and ongoing 10 cold damage (save ends), and the target’s resistance to cold is negated until the end of the encounter. **Frostbite** :: A creature Auril can see must make a DC 23 Constitution saving throw. On a failure, the target takes 10 (3d6) cold damage and has disadvantage on the next weapon attack it makes before the ends of its next turn. ### Reactions **Freeze Spell** When Auril sees a creature within 30 feet of you casting a spell If the creature is casting a spell of 4th level or lower, it takes 4d6 cold damage and its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, it takes 4d6 cold damage and the creature's spell fails and has no effect. On a failure, the creature takes 4d6 cold damage. ### Bonus Actions **Cantrip.** :: Auril casts a cantrip. **Misty Step**- :: Briefly surrounded by silvery mist, Auril teleports up to 30 feet to an unoccupied space. : }} \page {{monster,wide,frame ### Legendary Actions Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn. **Attack.** :: Auril makes one weapon attack. **Blizzard Step (Recharge 4/5/6 )** :: Auril teleports up to 60ft, reappearing in a hail of wind and frost, doiing 5 (2d4) piercing damage to wach creature within 10 feet of Auril from swirling ice; she gains invisibility until the end of her next turn. **Ice Flurry** :: Each creature within 30 feet of Auril takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished. **Icy Bonds (1 min)** :: The area becomes a 15ft radius zone filled with chains of permafrost. Any creature that enters or begins its turn in the area must succeed on a Strength saving throw or be restrained by the magical chains until the spell ends. :: While restrained by this spell, the target takes (2d6) cold damage at the start of each of its turns. A creature restrained by the chains or one that can touch the creature can use its action to make a Strength check against spell save DC 23. On a success, the target is freed. **Intensify Aura** :: Auril’s Frigid Aura deals an extra 10 cold damage until the end of her next turn. **Create Ice Mephit.** :: Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts immediately after Auril in the initiative order and obeys her commands. **Rimefire Blast** :: Area Attack: +13 to hit, 25-foot cube originating from Auril. Hit: 13 (2d6 + 7) cold damage and 13 (2d6 + 7) fire damage. **Splintter** :: Auril chooses up to 3 ice mephits she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed saving throw, and half as much damage on a successful one. ### Environment Actions At initiative order 20, a Auril can use one of her environment action options. She can only use one environment action per round and can’t use the same effect two rounds in a row: #### Freezing Fog Freezing fog fills a 30-foot-radius sphere centered on a point Auril can see within 120 feet. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Auril uses this Environment action again or if she is more than 300ft away from it. \column #### Jagged Ice Shards If in an enclosed space, jagged ice shards fall from the ceiling, striking up to three creatures underneath that Auril can see within 120 feet of it. :: Each creature must make a Dexterity saving throw. On a failed save, the target takes 10 (3d6) piercing damage. #### Auril's Bluster A strong wind blows in a 30-foot-radius sphere centered on Auril (see the Dungeon Master's Guide for rules on strong wind). The Auril is not affected by this wind, which lasts until the next time the she uses a lair action or is no longer on the same plane of existence. #### Winter's Fury Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point Auril can see within 120 feet. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. #### Auril's Rage Auril creates a seismic disturbance at a point on the ground that she can see. An intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. * Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. * Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. * Additionally, a fissure opens centered on the point chosen. It is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the effected area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. :: }}